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#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
1652 lines
63 KiB
C++
1652 lines
63 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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Functionality for capturing the scene into reflection capture cubemaps, and prefiltering
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessing.h"
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#include "UniformBuffer.h"
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#include "ShaderParameters.h"
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#include "ScreenRendering.h"
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#include "ReflectionEnvironment.h"
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#include "ReflectionEnvironmentCapture.h"
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#include "SceneUtils.h"
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#include "OneColorShader.h"
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/** Near plane to use when capturing the scene. */
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float GReflectionCaptureNearPlane = 5;
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int32 GSupersampleCaptureFactor = 1;
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/**
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* Mip map used by a Roughness of 0, counting down from the lowest resolution mip (MipCount - 1).
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* This has been tweaked along with ReflectionCaptureRoughnessMipScale to make good use of the resolution in each mip, especially the highest resolution mips.
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* This value is duplicated in ReflectionEnvironmentShared.usf!
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*/
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float ReflectionCaptureRoughestMip = 1;
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/**
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* Scales the log2 of Roughness when computing which mip to use for a given roughness.
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* Larger values make the higher resolution mips sharper.
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* This has been tweaked along with ReflectionCaptureRoughnessMipScale to make good use of the resolution in each mip, especially the highest resolution mips.
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* This value is duplicated in ReflectionEnvironmentShared.usf!
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*/
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float ReflectionCaptureRoughnessMipScale = 1.2f;
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int32 GDiffuseIrradianceCubemapSize = 32;
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void OnUpdateReflectionCaptures( UWorld* InWorld )
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{
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InWorld->UpdateAllReflectionCaptures();
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}
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FAutoConsoleCommandWithWorld CaptureConsoleCommand(
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TEXT("r.ReflectionCapture"),
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TEXT("Updates all reflection captures"),
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FConsoleCommandWithWorldDelegate::CreateStatic(OnUpdateReflectionCaptures)
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);
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static TAutoConsoleVariable<int32> CVarReflectionCaptureGPUArrayCopy(
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TEXT("r.ReflectionCaptureGPUArrayCopy"),
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1,
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TEXT("Do a fast copy of the reflection capture array when resizing if possible. This avoids hitches on the rendering thread when the cubemap array needs to grow.\n")
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TEXT(" 0 is off, 1 is on (default)"),
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ECVF_ReadOnly);
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bool DoGPUArrayCopy()
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{
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return GRHISupportsResolveCubemapFaces && CVarReflectionCaptureGPUArrayCopy.GetValueOnAnyThread();
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}
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/** Encapsulates render target picking logic for cubemap mip generation. */
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FSceneRenderTargetItem& GetEffectiveRenderTarget(FSceneRenderTargets& SceneContext, bool bDownsamplePass, int32 TargetMipIndex)
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{
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int32 ScratchTextureIndex = TargetMipIndex % 2;
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if (!bDownsamplePass)
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{
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ScratchTextureIndex = 1 - ScratchTextureIndex;
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}
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return SceneContext.ReflectionColorScratchCubemap[ScratchTextureIndex]->GetRenderTargetItem();
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}
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/** Encapsulates source texture picking logic for cubemap mip generation. */
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FSceneRenderTargetItem& GetEffectiveSourceTexture(FSceneRenderTargets& SceneContext, bool bDownsamplePass, int32 TargetMipIndex)
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{
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int32 ScratchTextureIndex = TargetMipIndex % 2;
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if (bDownsamplePass)
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{
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ScratchTextureIndex = 1 - ScratchTextureIndex;
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}
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return SceneContext.ReflectionColorScratchCubemap[ScratchTextureIndex]->GetRenderTargetItem();
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}
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void FullyResolveReflectionScratchCubes(FRHICommandListImmediate& RHICmdList)
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{
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SCOPED_DRAW_EVENT(RHICmdList, FullyResolveReflectionScratchCubes);
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FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
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FTextureRHIRef& Scratch0 = SceneContext.ReflectionColorScratchCubemap[0]->GetRenderTargetItem().TargetableTexture;
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FTextureRHIRef& Scratch1 = SceneContext.ReflectionColorScratchCubemap[1]->GetRenderTargetItem().TargetableTexture;
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FResolveParams ResolveParams(FResolveRect(), CubeFace_PosX, -1, -1, -1);
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RHICmdList.CopyToResolveTarget(Scratch0, Scratch0, true, ResolveParams);
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RHICmdList.CopyToResolveTarget(Scratch1, Scratch1, true, ResolveParams);
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}
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class FDownsamplePS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FDownsamplePS,Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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FDownsamplePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FGlobalShader(Initializer)
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{
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CubeFace.Bind(Initializer.ParameterMap,TEXT("CubeFace"));
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SourceMipIndex.Bind(Initializer.ParameterMap,TEXT("SourceMipIndex"));
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SourceTexture.Bind(Initializer.ParameterMap,TEXT("SourceTexture"));
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SourceTextureSampler.Bind(Initializer.ParameterMap,TEXT("SourceTextureSampler"));
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}
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FDownsamplePS() {}
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void SetParameters(FRHICommandList& RHICmdList, int32 CubeFaceValue, int32 SourceMipIndexValue, FSceneRenderTargetItem& SourceTextureValue)
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{
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SetShaderValue(RHICmdList, GetPixelShader(), CubeFace, CubeFaceValue);
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SetShaderValue(RHICmdList, GetPixelShader(), SourceMipIndex, SourceMipIndexValue);
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SetTextureParameter(
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RHICmdList,
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GetPixelShader(),
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SourceTexture,
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SourceTextureSampler,
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TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
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SourceTextureValue.ShaderResourceTexture);
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << CubeFace;
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Ar << SourceMipIndex;
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Ar << SourceTexture;
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Ar << SourceTextureSampler;
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return bShaderHasOutdatedParameters;
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}
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private:
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FShaderParameter CubeFace;
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FShaderParameter SourceMipIndex;
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FShaderResourceParameter SourceTexture;
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FShaderResourceParameter SourceTextureSampler;
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};
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IMPLEMENT_SHADER_TYPE(,FDownsamplePS,TEXT("ReflectionEnvironmentShaders"),TEXT("DownsamplePS"),SF_Pixel);
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/** Pixel shader used for filtering a mip. */
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class FCubeFilterPS : public FDownsamplePS
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{
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DECLARE_SHADER_TYPE(FCubeFilterPS,Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FDownsamplePS::ModifyCompilationEnvironment(Platform, OutEnvironment);
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}
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FCubeFilterPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FDownsamplePS(Initializer)
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{
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CubemapMaxMipParameter.Bind(Initializer.ParameterMap, TEXT("CubemapMaxMip"));
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}
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FCubeFilterPS() {}
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void SetParameters(FRHICommandList& RHICmdList, int32 NumMips, int32 CubeFaceValue, int32 SourceMipIndexValue, FSceneRenderTargetItem& SourceTextureValue)
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{
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FDownsamplePS::SetParameters(RHICmdList, CubeFaceValue, SourceMipIndexValue, SourceTextureValue);
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SetShaderValue(RHICmdList, GetPixelShader(), CubemapMaxMipParameter, NumMips - 1.0f);
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FDownsamplePS::Serialize(Ar);
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Ar << CubemapMaxMipParameter;
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return bShaderHasOutdatedParameters;
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}
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private:
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FShaderParameter CubemapMaxMipParameter;
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};
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template< uint32 bNormalize >
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class TCubeFilterPS : public FCubeFilterPS
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{
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DECLARE_SHADER_TYPE(TCubeFilterPS,Global);
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public:
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FCubeFilterPS::ModifyCompilationEnvironment(Platform, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("NORMALIZE"), bNormalize);
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}
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TCubeFilterPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FCubeFilterPS(Initializer)
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{}
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TCubeFilterPS() {}
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};
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IMPLEMENT_SHADER_TYPE(template<>,TCubeFilterPS<0>,TEXT("ReflectionEnvironmentShaders"),TEXT("FilterPS"),SF_Pixel);
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IMPLEMENT_SHADER_TYPE(template<>,TCubeFilterPS<1>,TEXT("ReflectionEnvironmentShaders"),TEXT("FilterPS"),SF_Pixel);
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static FGlobalBoundShaderState DownsampleBoundShaderState;
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/** Computes the average brightness of a 1x1 mip of a cubemap. */
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class FComputeBrightnessPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FComputeBrightnessPS,Global)
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("COMPUTEBRIGHTNESS_PIXELSHADER"), 1);
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}
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FComputeBrightnessPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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ReflectionEnvironmentColorTexture.Bind(Initializer.ParameterMap,TEXT("ReflectionEnvironmentColorTexture"));
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ReflectionEnvironmentColorSampler.Bind(Initializer.ParameterMap,TEXT("ReflectionEnvironmentColorSampler"));
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NumCaptureArrayMips.Bind(Initializer.ParameterMap, TEXT("NumCaptureArrayMips"));
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}
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FComputeBrightnessPS()
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{
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}
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void SetParameters(FRHICommandList& RHICmdList, int32 TargetSize)
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{
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const int32 EffectiveTopMipSize = TargetSize;
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const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
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// Read from the smallest mip that was downsampled to
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FSceneRenderTargetItem& Cubemap = GetEffectiveRenderTarget(FSceneRenderTargets::Get(RHICmdList), true, NumMips - 1);
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if (Cubemap.IsValid())
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{
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SetTextureParameter(
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RHICmdList,
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GetPixelShader(),
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ReflectionEnvironmentColorTexture,
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ReflectionEnvironmentColorSampler,
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TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
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Cubemap.ShaderResourceTexture);
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}
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SetShaderValue(RHICmdList, GetPixelShader(), NumCaptureArrayMips, FMath::CeilLogTwo(TargetSize) + 1);
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << ReflectionEnvironmentColorTexture;
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Ar << ReflectionEnvironmentColorSampler;
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Ar << NumCaptureArrayMips;
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return bShaderHasOutdatedParameters;
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}
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private:
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FShaderResourceParameter ReflectionEnvironmentColorTexture;
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FShaderResourceParameter ReflectionEnvironmentColorSampler;
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FShaderParameter NumCaptureArrayMips;
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};
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IMPLEMENT_SHADER_TYPE(,FComputeBrightnessPS,TEXT("ReflectionEnvironmentShaders"),TEXT("ComputeBrightnessMain"),SF_Pixel);
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/** Computes the average brightness of the given reflection capture and stores it in the scene. */
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float ComputeSingleAverageBrightnessFromCubemap(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, int32 TargetSize)
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{
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SCOPED_DRAW_EVENT(RHICmdList, ComputeSingleAverageBrightnessFromCubemap);
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TRefCountPtr<IPooledRenderTarget> ReflectionBrightnessTarget;
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FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
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GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ReflectionBrightnessTarget, TEXT("ReflectionBrightness"));
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FTextureRHIRef& BrightnessTarget = ReflectionBrightnessTarget->GetRenderTargetItem().TargetableTexture;
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SetRenderTarget(RHICmdList, BrightnessTarget, NULL, true);
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RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
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RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
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TShaderMapRef<FPostProcessVS> VertexShader(ShaderMap);
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TShaderMapRef<FComputeBrightnessPS> PixelShader(ShaderMap);
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetParameters(RHICmdList, TargetSize);
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DrawRectangle(
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RHICmdList,
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0, 0,
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1, 1,
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0, 0,
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1, 1,
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FIntPoint(1, 1),
|
|
FIntPoint(1, 1),
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(BrightnessTarget, BrightnessTarget, true, FResolveParams());
|
|
|
|
FSceneRenderTargetItem& EffectiveRT = ReflectionBrightnessTarget->GetRenderTargetItem();
|
|
check(EffectiveRT.ShaderResourceTexture->GetFormat() == PF_FloatRGBA);
|
|
|
|
TArray<FFloat16Color> SurfaceData;
|
|
RHICmdList.ReadSurfaceFloatData(EffectiveRT.ShaderResourceTexture, FIntRect(0, 0, 1, 1), SurfaceData, CubeFace_PosX, 0, 0);
|
|
|
|
float AverageBrightness = SurfaceData[0].R.GetFloat();
|
|
return AverageBrightness;
|
|
}
|
|
|
|
void ComputeAverageBrightness(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, int32 CubmapSize, float& OutAverageBrightness)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ComputeAverageBrightness);
|
|
|
|
const int32 EffectiveTopMipSize = CubmapSize;
|
|
const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
|
|
|
|
// necessary to resolve the clears which touched all the mips. scene rendering only resolves mip 0.
|
|
FullyResolveReflectionScratchCubes(RHICmdList);
|
|
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, DownsampleCubeMips);
|
|
|
|
// Downsample all the mips, each one reads from the mip above it
|
|
for (int32 MipIndex = 1; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
const int32 SourceMipIndex = FMath::Max(MipIndex - 1, 0);
|
|
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
|
|
|
|
FSceneRenderTargetItem& EffectiveRT = GetEffectiveRenderTarget(SceneContext, true, MipIndex);
|
|
FSceneRenderTargetItem& EffectiveSource = GetEffectiveSourceTexture(SceneContext, true, MipIndex);
|
|
check(EffectiveRT.TargetableTexture != EffectiveSource.ShaderResourceTexture);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
SetRenderTarget(RHICmdList, EffectiveRT.TargetableTexture, MipIndex, CubeFace, NULL, true);
|
|
|
|
const FIntRect ViewRect(0, 0, MipSize, MipSize);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, MipSize, MipSize, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
|
|
TShaderMapRef<FDownsamplePS> PixelShader(GetGlobalShaderMap(FeatureLevel));
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, DownsampleBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
PixelShader->SetParameters(RHICmdList, CubeFace, SourceMipIndex, EffectiveSource);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
FIntPoint(ViewRect.Width(), ViewRect.Height()),
|
|
FIntPoint(MipSize, MipSize),
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(EffectiveRT.TargetableTexture, EffectiveRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex));
|
|
}
|
|
}
|
|
}
|
|
|
|
OutAverageBrightness = ComputeSingleAverageBrightnessFromCubemap(RHICmdList, FeatureLevel, CubmapSize);
|
|
}
|
|
|
|
/** Generates mips for glossiness and filters the cubemap for a given reflection. */
|
|
void FilterReflectionEnvironment(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, int32 CubmapSize, FSHVectorRGB3* OutIrradianceEnvironmentMap)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FilterReflectionEnvironment);
|
|
|
|
const int32 EffectiveTopMipSize = CubmapSize;
|
|
const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
|
|
|
|
FSceneRenderTargetItem& EffectiveColorRT = FSceneRenderTargets::Get(RHICmdList).ReflectionColorScratchCubemap[0]->GetRenderTargetItem();
|
|
|
|
// Premultiply alpha in-place using alpha blending
|
|
for (uint32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
SetRenderTarget(RHICmdList, EffectiveColorRT.TargetableTexture, 0, CubeFace, NULL, true);
|
|
|
|
const FIntPoint SourceDimensions(CubmapSize, CubmapSize);
|
|
const FIntRect ViewRect(0, 0, EffectiveTopMipSize, EffectiveTopMipSize);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, EffectiveTopMipSize, EffectiveTopMipSize, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_DestAlpha, BO_Add, BF_Zero, BF_One>::GetRHI());
|
|
|
|
TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
|
|
TShaderMapRef<FOneColorPS> PixelShader(GetGlobalShaderMap(FeatureLevel));
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
FLinearColor UnusedColors[1] = { FLinearColor::Black };
|
|
PixelShader->SetColors(RHICmdList, UnusedColors, ARRAY_COUNT(UnusedColors));
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
0, 0,
|
|
SourceDimensions.X, SourceDimensions.Y,
|
|
FIntPoint(ViewRect.Width(), ViewRect.Height()),
|
|
SourceDimensions,
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(EffectiveColorRT.TargetableTexture, EffectiveColorRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace));
|
|
}
|
|
|
|
int32 DiffuseConvolutionSourceMip = INDEX_NONE;
|
|
FSceneRenderTargetItem* DiffuseConvolutionSource = NULL;
|
|
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, DownsampleCubeMips);
|
|
// Downsample all the mips, each one reads from the mip above it
|
|
for (int32 MipIndex = 1; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, DownsampleCubeMip);
|
|
const int32 SourceMipIndex = FMath::Max(MipIndex - 1, 0);
|
|
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
|
|
|
|
FSceneRenderTargetItem& EffectiveRT = GetEffectiveRenderTarget(SceneContext, true, MipIndex);
|
|
FSceneRenderTargetItem& EffectiveSource = GetEffectiveSourceTexture(SceneContext, true, MipIndex);
|
|
check(EffectiveRT.TargetableTexture != EffectiveSource.ShaderResourceTexture);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
SetRenderTarget(RHICmdList, EffectiveRT.TargetableTexture, MipIndex, CubeFace, NULL, true);
|
|
|
|
const FIntRect ViewRect(0, 0, MipSize, MipSize);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, MipSize, MipSize, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
|
|
TShaderMapRef<FDownsamplePS> PixelShader(GetGlobalShaderMap(FeatureLevel));
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, DownsampleBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
PixelShader->SetParameters(RHICmdList, CubeFace, SourceMipIndex, EffectiveSource);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
FIntPoint(ViewRect.Width(), ViewRect.Height()),
|
|
FIntPoint(MipSize, MipSize),
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(EffectiveRT.TargetableTexture, EffectiveRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex));
|
|
}
|
|
|
|
if (MipSize == GDiffuseIrradianceCubemapSize)
|
|
{
|
|
DiffuseConvolutionSourceMip = MipIndex;
|
|
DiffuseConvolutionSource = &EffectiveRT;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (OutIrradianceEnvironmentMap)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ComputeDiffuseIrradiance);
|
|
check(DiffuseConvolutionSource != NULL);
|
|
ComputeDiffuseIrradiance(RHICmdList, FeatureLevel, DiffuseConvolutionSource->ShaderResourceTexture, DiffuseConvolutionSourceMip, OutIrradianceEnvironmentMap);
|
|
}
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FilterCubeMap);
|
|
// Filter all the mips, each one reads from whichever scratch render target holds the downsampled contents, and writes to the destination cubemap
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FilterCubeMip);
|
|
FSceneRenderTargetItem& EffectiveRT = GetEffectiveRenderTarget(SceneContext, false, MipIndex);
|
|
FSceneRenderTargetItem& EffectiveSource = GetEffectiveSourceTexture(SceneContext, false, MipIndex);
|
|
check(EffectiveRT.TargetableTexture != EffectiveSource.ShaderResourceTexture);
|
|
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
SetRenderTarget(RHICmdList, EffectiveRT.TargetableTexture, MipIndex, CubeFace, NULL, true);
|
|
|
|
const FIntRect ViewRect(0, 0, MipSize, MipSize);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, MipSize, MipSize, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
|
|
TShaderMapRef< TCubeFilterPS<1> > CaptureCubemapArrayPixelShader(GetGlobalShaderMap(FeatureLevel));
|
|
|
|
FCubeFilterPS* PixelShader;
|
|
|
|
PixelShader = *TShaderMapRef< TCubeFilterPS<0> >(ShaderMap);
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, PixelShader);
|
|
|
|
PixelShader->SetParameters(RHICmdList, NumMips, CubeFace, MipIndex, EffectiveSource);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
FIntPoint(ViewRect.Width(), ViewRect.Height()),
|
|
FIntPoint(MipSize, MipSize),
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(EffectiveRT.TargetableTexture, EffectiveRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Vertex shader used when writing to a cubemap. */
|
|
class FCopyToCubeFaceVS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FCopyToCubeFaceVS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
FCopyToCubeFaceVS() {}
|
|
FCopyToCubeFaceVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
|
|
{
|
|
FGlobalShader::SetParameters(RHICmdList, GetVertexShader(),View);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FCopyToCubeFaceVS,TEXT("ReflectionEnvironmentShaders"),TEXT("CopyToCubeFaceVS"),SF_Vertex);
|
|
|
|
/** Pixel shader used when copying scene color from a scene render into a face of a reflection capture cubemap. */
|
|
class FCopySceneColorToCubeFacePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FCopySceneColorToCubeFacePS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
|
|
}
|
|
|
|
FCopySceneColorToCubeFacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
InTexture.Bind(Initializer.ParameterMap,TEXT("InTexture"));
|
|
InTextureSampler.Bind(Initializer.ParameterMap,TEXT("InTextureSampler"));
|
|
SkyLightCaptureParameters.Bind(Initializer.ParameterMap,TEXT("SkyLightCaptureParameters"));
|
|
LowerHemisphereColor.Bind(Initializer.ParameterMap,TEXT("LowerHemisphereColor"));
|
|
}
|
|
FCopySceneColorToCubeFacePS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, bool bCapturingForSkyLight, bool bLowerHemisphereIsBlack, const FLinearColor& LowerHemisphereColorValue)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
|
|
DeferredParameters.Set(RHICmdList, ShaderRHI, View);
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
InTexture,
|
|
InTextureSampler,
|
|
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
|
|
FSceneRenderTargets::Get(RHICmdList).GetSceneColor()->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
FVector SkyLightParametersValue = FVector::ZeroVector;
|
|
FScene* Scene = (FScene*)View.Family->Scene;
|
|
|
|
if (bCapturingForSkyLight)
|
|
{
|
|
// When capturing reflection captures, support forcing all low hemisphere lighting to be black
|
|
SkyLightParametersValue = FVector(0, 0, bLowerHemisphereIsBlack ? 1.0f : 0.0f);
|
|
}
|
|
else if (Scene->SkyLight && !Scene->SkyLight->bHasStaticLighting)
|
|
{
|
|
// When capturing reflection captures and there's a stationary sky light, mask out any pixels whose depth classify it as part of the sky
|
|
// This will allow changing the stationary sky light at runtime
|
|
SkyLightParametersValue = FVector(1, Scene->SkyLight->SkyDistanceThreshold, 0);
|
|
}
|
|
else
|
|
{
|
|
// When capturing reflection captures and there's no sky light, or only a static sky light, capture all depth ranges
|
|
SkyLightParametersValue = FVector(2, 0, 0);
|
|
}
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, SkyLightCaptureParameters, SkyLightParametersValue);
|
|
SetShaderValue(RHICmdList, ShaderRHI, LowerHemisphereColor, LowerHemisphereColorValue);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << DeferredParameters;
|
|
Ar << InTexture;
|
|
Ar << InTextureSampler;
|
|
Ar << SkyLightCaptureParameters;
|
|
Ar << LowerHemisphereColor;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
FShaderResourceParameter InTexture;
|
|
FShaderResourceParameter InTextureSampler;
|
|
FShaderParameter SkyLightCaptureParameters;
|
|
FShaderParameter LowerHemisphereColor;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FCopySceneColorToCubeFacePS,TEXT("ReflectionEnvironmentShaders"),TEXT("CopySceneColorToCubeFaceColorPS"),SF_Pixel);
|
|
|
|
FGlobalBoundShaderState CopyColorCubemapBoundShaderState;
|
|
|
|
/** Pixel shader used when copying a cubemap into a face of a reflection capture cubemap. */
|
|
class FCopyCubemapToCubeFacePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FCopyCubemapToCubeFacePS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
FCopyCubemapToCubeFacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
CubeFace.Bind(Initializer.ParameterMap,TEXT("CubeFace"));
|
|
SourceTexture.Bind(Initializer.ParameterMap,TEXT("SourceTexture"));
|
|
SourceTextureSampler.Bind(Initializer.ParameterMap,TEXT("SourceTextureSampler"));
|
|
SkyLightCaptureParameters.Bind(Initializer.ParameterMap,TEXT("SkyLightCaptureParameters"));
|
|
LowerHemisphereColor.Bind(Initializer.ParameterMap,TEXT("LowerHemisphereColor"));
|
|
SinCosSourceCubemapRotation.Bind(Initializer.ParameterMap,TEXT("SinCosSourceCubemapRotation"));
|
|
}
|
|
FCopyCubemapToCubeFacePS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FTexture* SourceCubemap, uint32 CubeFaceValue, bool bIsSkyLight, bool bLowerHemisphereIsBlack, float SourceCubemapRotation, const FLinearColor& LowerHemisphereColorValue)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, CubeFace, CubeFaceValue);
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
SourceTexture,
|
|
SourceTextureSampler,
|
|
SourceCubemap);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, SkyLightCaptureParameters, FVector(bIsSkyLight ? 1.0f : 0.0f, 0.0f, bLowerHemisphereIsBlack ? 1.0f : 0.0f));
|
|
SetShaderValue(RHICmdList, ShaderRHI, LowerHemisphereColor, LowerHemisphereColorValue);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, SinCosSourceCubemapRotation, FVector2D(FMath::Sin(SourceCubemapRotation), FMath::Cos(SourceCubemapRotation)));
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << CubeFace;
|
|
Ar << SourceTexture;
|
|
Ar << SourceTextureSampler;
|
|
Ar << SkyLightCaptureParameters;
|
|
Ar << LowerHemisphereColor;
|
|
Ar << SinCosSourceCubemapRotation;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FShaderParameter CubeFace;
|
|
FShaderResourceParameter SourceTexture;
|
|
FShaderResourceParameter SourceTextureSampler;
|
|
FShaderParameter SkyLightCaptureParameters;
|
|
FShaderParameter LowerHemisphereColor;
|
|
FShaderParameter SinCosSourceCubemapRotation;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FCopyCubemapToCubeFacePS,TEXT("ReflectionEnvironmentShaders"),TEXT("CopyCubemapToCubeFaceColorPS"),SF_Pixel);
|
|
|
|
FGlobalBoundShaderState CopyFromCubemapToCubemapBoundShaderState;
|
|
|
|
int32 FindOrAllocateCubemapIndex(FScene* Scene, const UReflectionCaptureComponent* Component)
|
|
{
|
|
int32 CaptureIndex = -1;
|
|
|
|
// Try to find an existing capture index for this component
|
|
FCaptureComponentSceneState* CaptureSceneStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(Component);
|
|
|
|
if (CaptureSceneStatePtr)
|
|
{
|
|
CaptureIndex = CaptureSceneStatePtr->CaptureIndex;
|
|
}
|
|
else
|
|
{
|
|
// Reuse a freed index if possible
|
|
for (int32 PotentialIndex = 0; PotentialIndex < Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Num(); PotentialIndex++)
|
|
{
|
|
if (!Scene->ReflectionSceneData.AllocatedReflectionCaptureState.FindKey(FCaptureComponentSceneState(PotentialIndex)))
|
|
{
|
|
CaptureIndex = PotentialIndex;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Allocate a new index if needed
|
|
if (CaptureIndex == -1)
|
|
{
|
|
CaptureIndex = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Num();
|
|
}
|
|
|
|
Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Add(Component, FCaptureComponentSceneState(CaptureIndex));
|
|
|
|
check(CaptureIndex < GMaxNumReflectionCaptures);
|
|
}
|
|
|
|
check(CaptureIndex >= 0);
|
|
return CaptureIndex;
|
|
}
|
|
|
|
void ClearScratchCubemaps(FRHICommandList& RHICmdList, int32 TargetSize)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearScratchCubemaps);
|
|
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
SceneContext.AllocateReflectionTargets(RHICmdList, TargetSize);
|
|
// Clear scratch render targets to a consistent but noticeable value
|
|
// This makes debugging capture issues much easier, otherwise the random contents from previous captures is shown
|
|
|
|
FSceneRenderTargetItem& RT0 = SceneContext.ReflectionColorScratchCubemap[0]->GetRenderTargetItem();
|
|
int32 NumMips = (int32)RT0.TargetableTexture->GetNumMips();
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearScratchCubemapsRT0);
|
|
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
SetRenderTarget(RHICmdList, RT0.TargetableTexture, MipIndex, CubeFace, nullptr, true);
|
|
RHICmdList.ClearColorTexture(RT0.TargetableTexture, FLinearColor(0, 10000, 0, 0), FIntRect());
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearScratchCubemapsRT1);
|
|
|
|
FSceneRenderTargetItem& RT1 = SceneContext.ReflectionColorScratchCubemap[1]->GetRenderTargetItem();
|
|
NumMips = (int32)RT1.TargetableTexture->GetNumMips();
|
|
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
SetRenderTarget(RHICmdList, RT1.TargetableTexture, MipIndex, CubeFace, nullptr, true);
|
|
RHICmdList.ClearColorTexture(RT1.TargetableTexture, FLinearColor(0, 10000, 0, 0), FIntRect());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Captures the scene for a reflection capture by rendering the scene multiple times and copying into a cubemap texture. */
|
|
void CaptureSceneToScratchCubemap(FRHICommandListImmediate& RHICmdList, FSceneRenderer* SceneRenderer, ECubeFace CubeFace, int32 CubemapSize, bool bCapturingForSkyLight, bool bLowerHemisphereIsBlack, const FLinearColor& LowerHemisphereColor)
|
|
{
|
|
FMemMark MemStackMark(FMemStack::Get());
|
|
|
|
// update any resources that needed a deferred update
|
|
FDeferredUpdateResource::UpdateResources(RHICmdList);
|
|
|
|
const auto FeatureLevel = SceneRenderer->FeatureLevel;
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CubeMapCapture);
|
|
|
|
// Render the scene normally for one face of the cubemap
|
|
SceneRenderer->Render(RHICmdList);
|
|
check(&RHICmdList == &FRHICommandListExecutor::GetImmediateCommandList());
|
|
check(IsInRenderingThread());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_CaptureSceneToScratchCubemap_Flush);
|
|
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::FlushRHIThread);
|
|
}
|
|
|
|
// some platforms may not be able to keep enqueueing commands like crazy, this will
|
|
// allow them to restart their command buffers
|
|
RHICmdList.SubmitCommandsAndFlushGPU();
|
|
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
SceneContext.AllocateReflectionTargets(RHICmdList, CubemapSize);
|
|
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
|
|
const int32 EffectiveSize = CubemapSize;
|
|
FSceneRenderTargetItem& EffectiveColorRT = SceneContext.ReflectionColorScratchCubemap[0]->GetRenderTargetItem();
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CubeMapCopyScene);
|
|
|
|
// Copy the captured scene into the cubemap face
|
|
SetRenderTarget(RHICmdList, EffectiveColorRT.TargetableTexture, 0, CubeFace, NULL);
|
|
|
|
const FIntRect ViewRect(0, 0, EffectiveSize, EffectiveSize);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, EffectiveSize, EffectiveSize, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
TShaderMapRef<FCopyToCubeFaceVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
|
|
TShaderMapRef<FCopySceneColorToCubeFacePS> PixelShader(GetGlobalShaderMap(FeatureLevel));
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, CopyColorCubemapBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
PixelShader->SetParameters(RHICmdList, SceneRenderer->Views[0], bCapturingForSkyLight, bLowerHemisphereIsBlack, LowerHemisphereColor);
|
|
VertexShader->SetParameters(RHICmdList, SceneRenderer->Views[0]);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width() * GSupersampleCaptureFactor, ViewRect.Height() * GSupersampleCaptureFactor,
|
|
FIntPoint(ViewRect.Width(), ViewRect.Height()),
|
|
SceneContext.GetBufferSizeXY(),
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(EffectiveColorRT.TargetableTexture, EffectiveColorRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), CubeFace));
|
|
}
|
|
}
|
|
|
|
FSceneRenderer::WaitForTasksClearSnapshotsAndDeleteSceneRenderer(RHICmdList, SceneRenderer);
|
|
}
|
|
|
|
void CopyCubemapToScratchCubemap(FRHICommandList& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, UTextureCube* SourceCubemap, int32 CubemapSize, bool bIsSkyLight, bool bLowerHemisphereIsBlack, float SourceCubemapRotation, const FLinearColor& LowerHemisphereColorValue)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CopyCubemapToScratchCubemap);
|
|
check(SourceCubemap);
|
|
|
|
const int32 EffectiveSize = CubemapSize;
|
|
FSceneRenderTargetItem& EffectiveColorRT = FSceneRenderTargets::Get(RHICmdList).ReflectionColorScratchCubemap[0]->GetRenderTargetItem();
|
|
|
|
for (uint32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
// Copy the captured scene into the cubemap face
|
|
SetRenderTarget(RHICmdList, EffectiveColorRT.TargetableTexture, 0, CubeFace, NULL, true);
|
|
|
|
const FTexture* SourceCubemapResource = SourceCubemap->Resource;
|
|
const FIntPoint SourceDimensions(SourceCubemapResource->GetSizeX(), SourceCubemapResource->GetSizeY());
|
|
const FIntRect ViewRect(0, 0, EffectiveSize, EffectiveSize);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, EffectiveSize, EffectiveSize, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
|
|
TShaderMapRef<FCopyCubemapToCubeFacePS> PixelShader(GetGlobalShaderMap(FeatureLevel));
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, CopyFromCubemapToCubemapBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
PixelShader->SetParameters(RHICmdList, SourceCubemapResource, CubeFace, bIsSkyLight, bLowerHemisphereIsBlack, SourceCubemapRotation, LowerHemisphereColorValue);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
ViewRect.Min.X, ViewRect.Min.Y,
|
|
ViewRect.Width(), ViewRect.Height(),
|
|
0, 0,
|
|
SourceDimensions.X, SourceDimensions.Y,
|
|
FIntPoint(ViewRect.Width(), ViewRect.Height()),
|
|
SourceDimensions,
|
|
*VertexShader);
|
|
|
|
RHICmdList.CopyToResolveTarget(EffectiveColorRT.TargetableTexture, EffectiveColorRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Allocates reflection captures in the scene's reflection cubemap array and updates them by recapturing the scene.
|
|
* Existing captures will only be updated. Must be called from the game thread.
|
|
*/
|
|
void FScene::AllocateReflectionCaptures(const TArray<UReflectionCaptureComponent*>& NewCaptures)
|
|
{
|
|
if (NewCaptures.Num() > 0)
|
|
{
|
|
if (GetFeatureLevel() >= ERHIFeatureLevel::SM5)
|
|
{
|
|
for (int32 CaptureIndex = 0; CaptureIndex < NewCaptures.Num(); CaptureIndex++)
|
|
{
|
|
bool bAlreadyExists = false;
|
|
|
|
// Try to find an existing allocation
|
|
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
|
|
{
|
|
UReflectionCaptureComponent* OtherComponent = *It;
|
|
|
|
if (OtherComponent == NewCaptures[CaptureIndex])
|
|
{
|
|
bAlreadyExists = true;
|
|
}
|
|
}
|
|
|
|
// Add the capture to the allocated list
|
|
if (!bAlreadyExists && ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num() < GMaxNumReflectionCaptures)
|
|
{
|
|
ReflectionSceneData.AllocatedReflectionCapturesGameThread.Add(NewCaptures[CaptureIndex]);
|
|
}
|
|
}
|
|
|
|
// Request the exact amount needed by default
|
|
int32 DesiredMaxCubemaps = ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num();
|
|
const float MaxCubemapsRoundUpBase = 1.5f;
|
|
|
|
// If this is not the first time the scene has allocated the cubemap array, include slack to reduce reallocations
|
|
if (ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread > 0)
|
|
{
|
|
float Exponent = FMath::LogX(MaxCubemapsRoundUpBase, ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num());
|
|
|
|
// Round up to the next integer exponent to provide stability and reduce reallocations
|
|
DesiredMaxCubemaps = FMath::Pow(MaxCubemapsRoundUpBase, FMath::TruncToInt(Exponent) + 1);
|
|
}
|
|
|
|
DesiredMaxCubemaps = FMath::Min(DesiredMaxCubemaps, GMaxNumReflectionCaptures);
|
|
|
|
const int32 ReflectionCaptureSize = UReflectionCaptureComponent::GetReflectionCaptureSize_GameThread();
|
|
bool bNeedsUpdateAllCaptures = DesiredMaxCubemaps != ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread || ReflectionCaptureSize != ReflectionSceneData.CubemapArray.GetCubemapSize();
|
|
|
|
if (DoGPUArrayCopy() && bNeedsUpdateAllCaptures)
|
|
{
|
|
check( ReflectionCaptureSize == ReflectionSceneData.CubemapArray.GetCubemapSize() || ReflectionSceneData.CubemapArray.GetCubemapSize() == 0 );
|
|
if (ReflectionCaptureSize == ReflectionSceneData.CubemapArray.GetCubemapSize())
|
|
{
|
|
// We can do a fast GPU copy to realloc the array, so we don't need to update all captures
|
|
ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread = DesiredMaxCubemaps;
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
GPUResizeArrayCommand,
|
|
FScene*, Scene, this,
|
|
uint32, MaxSize, ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread,
|
|
int32, ReflectionCaptureSize, ReflectionCaptureSize,
|
|
{
|
|
// Update the scene's cubemap array, preserving the original contents with a GPU-GPU copy
|
|
Scene->ReflectionSceneData.ResizeCubemapArrayGPU(MaxSize, ReflectionCaptureSize);
|
|
});
|
|
|
|
bNeedsUpdateAllCaptures = false;
|
|
}
|
|
}
|
|
|
|
if (bNeedsUpdateAllCaptures)
|
|
{
|
|
ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread = DesiredMaxCubemaps;
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
ResizeArrayCommand,
|
|
FScene*, Scene, this,
|
|
uint32, MaxSize, ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread,
|
|
int32, ReflectionCaptureSize, ReflectionCaptureSize,
|
|
{
|
|
// Update the scene's cubemap array, which will reallocate it, so we no longer have the contents of existing entries
|
|
Scene->ReflectionSceneData.CubemapArray.UpdateMaxCubemaps(MaxSize, ReflectionCaptureSize);
|
|
});
|
|
|
|
// Recapture all reflection captures now that we have reallocated the cubemap array
|
|
UpdateAllReflectionCaptures();
|
|
}
|
|
else
|
|
{
|
|
// No teardown of the cubemap array was needed, just update the captures that were requested
|
|
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
|
|
{
|
|
UReflectionCaptureComponent* CurrentComponent = *It;
|
|
|
|
if (NewCaptures.Contains(CurrentComponent))
|
|
{
|
|
UpdateReflectionCaptureContents(CurrentComponent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (GetFeatureLevel() == ERHIFeatureLevel::SM4)
|
|
{
|
|
for (int32 ComponentIndex = 0; ComponentIndex < NewCaptures.Num(); ComponentIndex++)
|
|
{
|
|
UReflectionCaptureComponent* CurrentComponent = NewCaptures[ComponentIndex];
|
|
UpdateReflectionCaptureContents(CurrentComponent);
|
|
}
|
|
}
|
|
|
|
for (int32 CaptureIndex = 0; CaptureIndex < NewCaptures.Num(); CaptureIndex++)
|
|
{
|
|
UReflectionCaptureComponent* Component = NewCaptures[CaptureIndex];
|
|
|
|
Component->SetCaptureCompleted();
|
|
|
|
if (Component->SceneProxy)
|
|
{
|
|
// Update the transform of the reflection capture
|
|
// This is not done earlier by the reflection capture when it detects that it is dirty,
|
|
// To ensure that the RT sees both the new transform and the new contents on the same frame.
|
|
Component->SendRenderTransform_Concurrent();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Updates the contents of all reflection captures in the scene. Must be called from the game thread. */
|
|
void FScene::UpdateAllReflectionCaptures()
|
|
{
|
|
if (IsReflectionEnvironmentAvailable(GetFeatureLevel()))
|
|
{
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
|
|
CaptureCommand,
|
|
FScene*, Scene, this,
|
|
{
|
|
Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Empty();
|
|
Scene->ReflectionSceneData.CubemapIndicesRemovedSinceLastRealloc.Empty();
|
|
});
|
|
|
|
const int32 UpdateDivisor = FMath::Max(ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num() / 20, 1);
|
|
const bool bDisplayStatus = ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num() > 50;
|
|
|
|
if (bDisplayStatus)
|
|
{
|
|
const FText Status = NSLOCTEXT("Engine", "BeginReflectionCapturesTask", "Updating Reflection Captures...");
|
|
GWarn->BeginSlowTask( Status, true );
|
|
GWarn->StatusUpdate(0, ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num(), Status);
|
|
}
|
|
|
|
int32 CaptureIndex = 0;
|
|
|
|
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
|
|
{
|
|
// Update progress occasionally
|
|
if (bDisplayStatus && CaptureIndex % UpdateDivisor == 0)
|
|
{
|
|
GWarn->UpdateProgress(CaptureIndex, ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num());
|
|
}
|
|
|
|
CaptureIndex++;
|
|
UReflectionCaptureComponent* CurrentComponent = *It;
|
|
UpdateReflectionCaptureContents(CurrentComponent);
|
|
}
|
|
|
|
if (bDisplayStatus)
|
|
{
|
|
GWarn->EndSlowTask();
|
|
}
|
|
}
|
|
}
|
|
|
|
void GetReflectionCaptureData_RenderingThread(FRHICommandListImmediate& RHICmdList, FScene* Scene, const UReflectionCaptureComponent* Component, FReflectionCaptureFullHDR* OutDerivedData)
|
|
{
|
|
const FCaptureComponentSceneState* ComponentStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(Component);
|
|
|
|
if (ComponentStatePtr)
|
|
{
|
|
FSceneRenderTargetItem& EffectiveDest = Scene->ReflectionSceneData.CubemapArray.GetRenderTarget();
|
|
|
|
const int32 CaptureIndex = ComponentStatePtr->CaptureIndex;
|
|
const int32 NumMips = EffectiveDest.ShaderResourceTexture->GetNumMips();
|
|
const int32 EffectiveTopMipSize = FMath::Pow(2, NumMips - 1);
|
|
|
|
TArray<uint8> CaptureData;
|
|
int32 CaptureDataSize = 0;
|
|
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
CaptureDataSize += MipSize * MipSize * sizeof(FFloat16Color);
|
|
}
|
|
}
|
|
|
|
CaptureData.Empty(CaptureDataSize);
|
|
CaptureData.AddZeroed(CaptureDataSize);
|
|
int32 MipBaseIndex = 0;
|
|
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
check(EffectiveDest.ShaderResourceTexture->GetFormat() == PF_FloatRGBA);
|
|
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
|
|
const int32 CubeFaceBytes = MipSize * MipSize * sizeof(FFloat16Color);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
TArray<FFloat16Color> SurfaceData;
|
|
// Read each mip face
|
|
//@todo - do this without blocking the GPU so many times
|
|
//@todo - pool the temporary textures in RHIReadSurfaceFloatData instead of always creating new ones
|
|
RHICmdList.ReadSurfaceFloatData(EffectiveDest.ShaderResourceTexture, FIntRect(0, 0, MipSize, MipSize), SurfaceData, (ECubeFace)CubeFace, CaptureIndex, MipIndex);
|
|
const int32 DestIndex = MipBaseIndex + CubeFace * CubeFaceBytes;
|
|
uint8* FaceData = &CaptureData[DestIndex];
|
|
check(SurfaceData.Num() * SurfaceData.GetTypeSize() == CubeFaceBytes);
|
|
FMemory::Memcpy(FaceData, SurfaceData.GetData(), CubeFaceBytes);
|
|
}
|
|
|
|
MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
|
|
}
|
|
|
|
OutDerivedData->InitializeFromUncompressedData(CaptureData, EffectiveTopMipSize);
|
|
}
|
|
}
|
|
|
|
void FScene::GetReflectionCaptureData(UReflectionCaptureComponent* Component, FReflectionCaptureFullHDR& OutDerivedData)
|
|
{
|
|
check(GetFeatureLevel() >= ERHIFeatureLevel::SM5);
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
GetReflectionDataCommand,
|
|
FScene*,Scene,this,
|
|
const UReflectionCaptureComponent*,Component,Component,
|
|
FReflectionCaptureFullHDR*,OutDerivedData,&OutDerivedData,
|
|
{
|
|
GetReflectionCaptureData_RenderingThread(RHICmdList, Scene, Component, OutDerivedData);
|
|
});
|
|
|
|
// Necessary since the RT is writing to OutDerivedData directly
|
|
FlushRenderingCommands();
|
|
}
|
|
|
|
void UploadReflectionCapture_RenderingThread(FScene* Scene, const FReflectionCaptureFullHDR* FullHDRData, const UReflectionCaptureComponent* CaptureComponent)
|
|
{
|
|
const int32 EffectiveTopMipSize = FullHDRData->CubemapSize;
|
|
const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
|
|
|
|
const int32 CaptureIndex = FindOrAllocateCubemapIndex(Scene, CaptureComponent);
|
|
FTextureCubeRHIRef& CubeMapArray = (FTextureCubeRHIRef&)Scene->ReflectionSceneData.CubemapArray.GetRenderTarget().ShaderResourceTexture;
|
|
check(CubeMapArray->GetFormat() == PF_FloatRGBA);
|
|
|
|
TRefCountPtr<FReflectionCaptureUncompressedData> SourceCubemapData = FullHDRData->GetUncompressedData();
|
|
int32 MipBaseIndex = 0;
|
|
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
|
|
const int32 CubeFaceBytes = MipSize * MipSize * sizeof(FFloat16Color);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
uint32 DestStride = 0;
|
|
uint8* DestBuffer = (uint8*)RHILockTextureCubeFace(CubeMapArray, CubeFace, CaptureIndex, MipIndex, RLM_WriteOnly, DestStride, false);
|
|
|
|
// Handle DestStride by copying each row
|
|
for (int32 Y = 0; Y < MipSize; Y++)
|
|
{
|
|
FFloat16Color* DestPtr = (FFloat16Color*)((uint8*)DestBuffer + Y * DestStride);
|
|
const int32 SourceIndex = MipBaseIndex + CubeFace * CubeFaceBytes + Y * MipSize * sizeof(FFloat16Color);
|
|
const uint8* SourcePtr = SourceCubemapData->GetData(SourceIndex);
|
|
FMemory::Memcpy(DestPtr, SourcePtr, MipSize * sizeof(FFloat16Color));
|
|
}
|
|
|
|
RHIUnlockTextureCubeFace(CubeMapArray, CubeFace, CaptureIndex, MipIndex, false);
|
|
}
|
|
|
|
MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
|
|
}
|
|
}
|
|
|
|
/** Creates a transformation for a cubemap face, following the D3D cubemap layout. */
|
|
FMatrix CalcCubeFaceViewRotationMatrix(ECubeFace Face)
|
|
{
|
|
FMatrix Result(FMatrix::Identity);
|
|
|
|
static const FVector XAxis(1.f,0.f,0.f);
|
|
static const FVector YAxis(0.f,1.f,0.f);
|
|
static const FVector ZAxis(0.f,0.f,1.f);
|
|
|
|
// vectors we will need for our basis
|
|
FVector vUp(YAxis);
|
|
FVector vDir;
|
|
|
|
switch( Face )
|
|
{
|
|
case CubeFace_PosX:
|
|
vDir = XAxis;
|
|
break;
|
|
case CubeFace_NegX:
|
|
vDir = -XAxis;
|
|
break;
|
|
case CubeFace_PosY:
|
|
vUp = -ZAxis;
|
|
vDir = YAxis;
|
|
break;
|
|
case CubeFace_NegY:
|
|
vUp = ZAxis;
|
|
vDir = -YAxis;
|
|
break;
|
|
case CubeFace_PosZ:
|
|
vDir = ZAxis;
|
|
break;
|
|
case CubeFace_NegZ:
|
|
vDir = -ZAxis;
|
|
break;
|
|
}
|
|
|
|
// derive right vector
|
|
FVector vRight( vUp ^ vDir );
|
|
// create matrix from the 3 axes
|
|
Result = FBasisVectorMatrix( vRight, vUp, vDir, FVector::ZeroVector );
|
|
|
|
return Result;
|
|
}
|
|
|
|
/**
|
|
* Render target class required for rendering the scene.
|
|
* This doesn't actually allocate a render target as we read from scene color to get HDR results directly.
|
|
*/
|
|
class FCaptureRenderTarget : public FRenderResource, public FRenderTarget
|
|
{
|
|
public:
|
|
|
|
FCaptureRenderTarget() :
|
|
Size(0)
|
|
{}
|
|
|
|
virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
|
|
{
|
|
static FTexture2DRHIRef DummyTexture;
|
|
return DummyTexture;
|
|
}
|
|
|
|
void SetSize(int32 TargetSize) { Size = TargetSize; }
|
|
virtual FIntPoint GetSizeXY() const { return FIntPoint(Size, Size); }
|
|
virtual float GetDisplayGamma() const { return 1.0f; }
|
|
|
|
private:
|
|
|
|
int32 Size;
|
|
};
|
|
|
|
TGlobalResource<FCaptureRenderTarget> GReflectionCaptureRenderTarget;
|
|
|
|
void CaptureSceneIntoScratchCubemap(
|
|
FScene* Scene,
|
|
FVector CapturePosition,
|
|
int32 CubemapSize,
|
|
bool bCapturingForSkyLight,
|
|
bool bStaticSceneOnly,
|
|
float SkyLightNearPlane,
|
|
bool bLowerHemisphereIsBlack,
|
|
bool bCaptureEmissiveOnly,
|
|
const FLinearColor& LowerHemisphereColor
|
|
)
|
|
{
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
// Alert the RHI that we're rendering a new frame
|
|
// Not really a new frame, but it will allow pooling mechanisms to update, like the uniform buffer pool
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND(
|
|
BeginFrame,
|
|
{
|
|
GFrameNumberRenderThread++;
|
|
RHICmdList.BeginFrame();
|
|
})
|
|
|
|
GReflectionCaptureRenderTarget.SetSize(CubemapSize);
|
|
|
|
FSceneViewFamilyContext ViewFamily(
|
|
FSceneViewFamily::ConstructionValues(
|
|
&GReflectionCaptureRenderTarget,
|
|
Scene,
|
|
FEngineShowFlags(ESFIM_Game)
|
|
)
|
|
.SetWorldTimes( 0.0f, 0.0f, 0.0f )
|
|
.SetResolveScene(false)
|
|
);
|
|
|
|
// Disable features that are not desired when capturing the scene
|
|
ViewFamily.EngineShowFlags.PostProcessing = 0;
|
|
ViewFamily.EngineShowFlags.MotionBlur = 0;
|
|
ViewFamily.EngineShowFlags.SetOnScreenDebug(false);
|
|
ViewFamily.EngineShowFlags.HMDDistortion = 0;
|
|
// Exclude particles and light functions as they are usually dynamic, and can't be captured well
|
|
ViewFamily.EngineShowFlags.Particles = 0;
|
|
ViewFamily.EngineShowFlags.LightFunctions = 0;
|
|
ViewFamily.EngineShowFlags.SetCompositeEditorPrimitives(false);
|
|
// These are highly dynamic and can't be captured effectively
|
|
ViewFamily.EngineShowFlags.LightShafts = 0;
|
|
|
|
// Don't apply sky lighting diffuse when capturing the sky light source, or we would have feedback
|
|
ViewFamily.EngineShowFlags.SkyLighting = !bCapturingForSkyLight;
|
|
|
|
FSceneViewInitOptions ViewInitOptions;
|
|
ViewInitOptions.ViewFamily = &ViewFamily;
|
|
ViewInitOptions.BackgroundColor = FLinearColor::Black;
|
|
ViewInitOptions.OverlayColor = FLinearColor::Black;
|
|
ViewInitOptions.SetViewRectangle(FIntRect(0, 0, CubemapSize * GSupersampleCaptureFactor, CubemapSize * GSupersampleCaptureFactor));
|
|
|
|
const float NearPlane = bCapturingForSkyLight ? SkyLightNearPlane : GReflectionCaptureNearPlane;
|
|
|
|
// Projection matrix based on the fov, near / far clip settings
|
|
// Each face always uses a 90 degree field of view
|
|
if ((bool)ERHIZBuffer::IsInverted)
|
|
{
|
|
ViewInitOptions.ProjectionMatrix = FReversedZPerspectiveMatrix(
|
|
90.0f * (float)PI / 360.0f,
|
|
(float)CubemapSize * GSupersampleCaptureFactor,
|
|
(float)CubemapSize * GSupersampleCaptureFactor,
|
|
NearPlane
|
|
);
|
|
}
|
|
else
|
|
{
|
|
ViewInitOptions.ProjectionMatrix = FPerspectiveMatrix(
|
|
90.0f * (float)PI / 360.0f,
|
|
(float)CubemapSize * GSupersampleCaptureFactor,
|
|
(float)CubemapSize * GSupersampleCaptureFactor,
|
|
NearPlane
|
|
);
|
|
}
|
|
|
|
ViewInitOptions.ViewOrigin = CapturePosition;
|
|
ViewInitOptions.ViewRotationMatrix = CalcCubeFaceViewRotationMatrix((ECubeFace)CubeFace);
|
|
|
|
FSceneView* View = new FSceneView(ViewInitOptions);
|
|
|
|
// Force all surfaces diffuse
|
|
View->RoughnessOverrideParameter = FVector2D( 1.0f, 0.0f );
|
|
|
|
if (bCaptureEmissiveOnly)
|
|
{
|
|
View->DiffuseOverrideParameter = FVector4(0, 0, 0, 0);
|
|
View->SpecularOverrideParameter = FVector4(0, 0, 0, 0);
|
|
}
|
|
|
|
View->bIsReflectionCapture = true;
|
|
View->bStaticSceneOnly = bStaticSceneOnly;
|
|
View->StartFinalPostprocessSettings(CapturePosition);
|
|
View->EndFinalPostprocessSettings(ViewInitOptions);
|
|
|
|
ViewFamily.Views.Add(View);
|
|
|
|
FSceneRenderer* SceneRenderer = FSceneRenderer::CreateSceneRenderer(&ViewFamily, NULL);
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER(
|
|
CaptureCommand,
|
|
FSceneRenderer*, SceneRenderer, SceneRenderer,
|
|
ECubeFace, CubeFace, (ECubeFace)CubeFace,
|
|
int32, CubemapSize, CubemapSize,
|
|
bool, bCapturingForSkyLight, bCapturingForSkyLight,
|
|
bool, bLowerHemisphereIsBlack, bLowerHemisphereIsBlack,
|
|
FLinearColor, LowerHemisphereColor, LowerHemisphereColor,
|
|
{
|
|
CaptureSceneToScratchCubemap(RHICmdList, SceneRenderer, CubeFace, CubemapSize, bCapturingForSkyLight, bLowerHemisphereIsBlack, LowerHemisphereColor);
|
|
RHICmdList.EndFrame();
|
|
});
|
|
}
|
|
}
|
|
|
|
void CopyToSceneArray(FRHICommandListImmediate& RHICmdList, FScene* Scene, FReflectionCaptureProxy* ReflectionProxy)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CopyToSceneArray);
|
|
const int32 EffectiveTopMipSize = UReflectionCaptureComponent::GetReflectionCaptureSize_RenderThread();
|
|
const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
|
|
|
|
const int32 CaptureIndex = FindOrAllocateCubemapIndex(Scene, ReflectionProxy->Component);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
// GPU copy back to the scene's texture array, which is not a render target
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
// The source for this copy is the dest from the filtering pass
|
|
FSceneRenderTargetItem& EffectiveSource = GetEffectiveRenderTarget(SceneContext, false, MipIndex);
|
|
FSceneRenderTargetItem& EffectiveDest = Scene->ReflectionSceneData.CubemapArray.GetRenderTarget();
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
RHICmdList.CopyToResolveTarget(EffectiveSource.ShaderResourceTexture, EffectiveDest.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex, 0, CaptureIndex));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CopyToComponentTexture(FRHICommandList& RHICmdList, FScene* Scene, FReflectionCaptureProxy* ReflectionProxy)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CopyToComponentTexture);
|
|
check(ReflectionProxy->SM4FullHDRCubemap);
|
|
|
|
const int32 EffectiveTopMipSize = UReflectionCaptureComponent::GetReflectionCaptureSize_RenderThread();
|
|
const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
// GPU copy back to the component's cubemap texture, which is not a render target
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
// The source for this copy is the dest from the filtering pass
|
|
FSceneRenderTargetItem& EffectiveSource = GetEffectiveRenderTarget(SceneContext, false, MipIndex);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
RHICmdList.CopyToResolveTarget(EffectiveSource.ShaderResourceTexture, ReflectionProxy->SM4FullHDRCubemap->TextureRHI, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex, 0, 0));
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Updates the contents of the given reflection capture by rendering the scene.
|
|
* This must be called on the game thread.
|
|
*/
|
|
void FScene::UpdateReflectionCaptureContents(UReflectionCaptureComponent* CaptureComponent)
|
|
{
|
|
const bool bCubemapSpecified = CaptureComponent->ReflectionSourceType == EReflectionSourceType::SpecifiedCubemap && CaptureComponent->Cubemap;
|
|
const int32 ReflectionCaptureSize = UReflectionCaptureComponent::GetReflectionCaptureSize_GameThread();
|
|
|
|
if (IsReflectionEnvironmentAvailable(GetFeatureLevel()) || bCubemapSpecified)
|
|
{
|
|
const FReflectionCaptureFullHDR* DerivedData = CaptureComponent->GetFullHDRData();
|
|
|
|
// Upload existing derived data if it exists, instead of capturing
|
|
if (DerivedData && DerivedData->HasValidData() )
|
|
{
|
|
// For other feature levels the reflection textures are stored on the component instead of in a scene-wide texture array
|
|
if (GetFeatureLevel() >= ERHIFeatureLevel::SM5)
|
|
{
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
UploadCaptureCommand,
|
|
FScene*, Scene, this,
|
|
const FReflectionCaptureFullHDR*, DerivedData, DerivedData,
|
|
const UReflectionCaptureComponent*, CaptureComponent, CaptureComponent,
|
|
{
|
|
UploadReflectionCapture_RenderingThread(Scene, DerivedData, CaptureComponent);
|
|
});
|
|
|
|
if ( DoGPUArrayCopy() && !GIsEditor )
|
|
{
|
|
// We no longer need the HDR data, since we have a copy on the GPU
|
|
// In the editor we need this data for serialization, however
|
|
DerivedData = nullptr;
|
|
CaptureComponent->ReleaseHDRData();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (CaptureComponent->ReflectionSourceType == EReflectionSourceType::SpecifiedCubemap && !CaptureComponent->Cubemap)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
|
|
ClearCommand,
|
|
int32, ReflectionCaptureSize, ReflectionCaptureSize,
|
|
{
|
|
ClearScratchCubemaps(RHICmdList, ReflectionCaptureSize);
|
|
});
|
|
|
|
if (CaptureComponent->ReflectionSourceType == EReflectionSourceType::CapturedScene)
|
|
{
|
|
CaptureSceneIntoScratchCubemap(this, CaptureComponent->GetComponentLocation() + CaptureComponent->CaptureOffset, ReflectionCaptureSize, false, true, 0, false, false, FLinearColor());
|
|
}
|
|
else if (CaptureComponent->ReflectionSourceType == EReflectionSourceType::SpecifiedCubemap)
|
|
{
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER(
|
|
CopyCubemapCommand,
|
|
UTextureCube*, SourceTexture, CaptureComponent->Cubemap,
|
|
int32, ReflectionCaptureSize, ReflectionCaptureSize,
|
|
float, SourceCubemapRotation, CaptureComponent->SourceCubemapAngle * (PI / 180.f),
|
|
ERHIFeatureLevel::Type, FeatureLevel, GetFeatureLevel(),
|
|
{
|
|
CopyCubemapToScratchCubemap(RHICmdList, FeatureLevel, SourceTexture, ReflectionCaptureSize, false, false, SourceCubemapRotation, FLinearColor());
|
|
});
|
|
}
|
|
else
|
|
{
|
|
check(!TEXT("Unknown reflection source type"));
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
FilterCommand,
|
|
ERHIFeatureLevel::Type, FeatureLevel, GetFeatureLevel(),
|
|
int32, ReflectionCaptureSize, ReflectionCaptureSize,
|
|
float&, AverageBrightness, *CaptureComponent->GetAverageBrightnessPtr(),
|
|
{
|
|
ComputeAverageBrightness(RHICmdList, FeatureLevel, ReflectionCaptureSize, AverageBrightness);
|
|
FilterReflectionEnvironment(RHICmdList, FeatureLevel, ReflectionCaptureSize, NULL);
|
|
}
|
|
);
|
|
|
|
// Create a proxy to represent the reflection capture to the rendering thread
|
|
// The rendering thread will be responsible for deleting this when done with the filtering operation
|
|
// We can't use the component's SceneProxy here because the component may not be registered with the scene
|
|
FReflectionCaptureProxy* ReflectionProxy = new FReflectionCaptureProxy(CaptureComponent);
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
CopyCommand,
|
|
FScene*, Scene, this,
|
|
FReflectionCaptureProxy*, ReflectionProxy, ReflectionProxy,
|
|
ERHIFeatureLevel::Type, FeatureLevel, GetFeatureLevel(),
|
|
{
|
|
if (FeatureLevel == ERHIFeatureLevel::SM5)
|
|
{
|
|
CopyToSceneArray(RHICmdList, Scene, ReflectionProxy);
|
|
}
|
|
else if (FeatureLevel == ERHIFeatureLevel::SM4)
|
|
{
|
|
CopyToComponentTexture(RHICmdList, Scene, ReflectionProxy);
|
|
}
|
|
|
|
// Clean up the proxy now that the rendering thread is done with it
|
|
delete ReflectionProxy;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
void CopyToSkyTexture(FRHICommandList& RHICmdList, FScene* Scene, FTexture* ProcessedTexture)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CopyToSkyTexture);
|
|
if (ProcessedTexture->TextureRHI)
|
|
{
|
|
const int32 EffectiveTopMipSize = ProcessedTexture->GetSizeX();
|
|
const int32 NumMips = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
// GPU copy back to the skylight's texture, which is not a render target
|
|
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
|
|
{
|
|
// The source for this copy is the dest from the filtering pass
|
|
FSceneRenderTargetItem& EffectiveSource = GetEffectiveRenderTarget(SceneContext, false, MipIndex);
|
|
|
|
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
|
|
{
|
|
RHICmdList.CopyToResolveTarget(EffectiveSource.ShaderResourceTexture, ProcessedTexture->TextureRHI, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex, 0, 0));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Warning: returns before writes to OutIrradianceEnvironmentMap have completed, as they are queued on the rendering thread
|
|
void FScene::UpdateSkyCaptureContents(const USkyLightComponent* CaptureComponent, bool bCaptureEmissiveOnly, UTextureCube* SourceCubemap, FTexture* OutProcessedTexture, float& OutAverageBrightness, FSHVectorRGB3& OutIrradianceEnvironmentMap)
|
|
{
|
|
if (GSupportsRenderTargetFormat_PF_FloatRGBA || GetFeatureLevel() >= ERHIFeatureLevel::SM4)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateSkyCaptureContents);
|
|
{
|
|
World = GetWorld();
|
|
if (World)
|
|
{
|
|
//guarantee that all render proxies are up to date before kicking off this render
|
|
World->SendAllEndOfFrameUpdates();
|
|
}
|
|
}
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
|
|
ClearCommand,
|
|
int32, CubemapSize, CaptureComponent->CubemapResolution,
|
|
{
|
|
ClearScratchCubemaps(RHICmdList, CubemapSize);
|
|
});
|
|
|
|
if (CaptureComponent->SourceType == SLS_CapturedScene)
|
|
{
|
|
bool bStaticSceneOnly = CaptureComponent->Mobility != EComponentMobility::Movable;
|
|
CaptureSceneIntoScratchCubemap(this, CaptureComponent->GetComponentLocation(), CaptureComponent->CubemapResolution, true, bStaticSceneOnly, CaptureComponent->SkyDistanceThreshold, CaptureComponent->bLowerHemisphereIsBlack, bCaptureEmissiveOnly, CaptureComponent->LowerHemisphereColor);
|
|
}
|
|
else if (CaptureComponent->SourceType == SLS_SpecifiedCubemap)
|
|
{
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER(
|
|
CopyCubemapCommand,
|
|
UTextureCube*, SourceTexture, SourceCubemap,
|
|
int32, CubemapSize, CaptureComponent->CubemapResolution,
|
|
bool, bLowerHemisphereIsBlack, CaptureComponent->bLowerHemisphereIsBlack,
|
|
float, SourceCubemapRotation, CaptureComponent->SourceCubemapAngle * (PI / 180.f),
|
|
ERHIFeatureLevel::Type, FeatureLevel, GetFeatureLevel(),
|
|
FLinearColor, LowerHemisphereColor, CaptureComponent->LowerHemisphereColor,
|
|
{
|
|
CopyCubemapToScratchCubemap(RHICmdList, FeatureLevel, SourceTexture, CubemapSize, true, bLowerHemisphereIsBlack, SourceCubemapRotation, LowerHemisphereColor);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
check(0);
|
|
}
|
|
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER(
|
|
FilterCommand,
|
|
int32, CubemapSize, CaptureComponent->CubemapResolution,
|
|
float&, AverageBrightness, OutAverageBrightness,
|
|
FSHVectorRGB3*, IrradianceEnvironmentMap, &OutIrradianceEnvironmentMap,
|
|
ERHIFeatureLevel::Type, FeatureLevel, GetFeatureLevel(),
|
|
{
|
|
ComputeAverageBrightness(RHICmdList, FeatureLevel, CubemapSize, AverageBrightness);
|
|
FilterReflectionEnvironment(RHICmdList, FeatureLevel, CubemapSize, IrradianceEnvironmentMap);
|
|
});
|
|
|
|
// Optionally copy the filtered mip chain to the output texture
|
|
if (OutProcessedTexture)
|
|
{
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
|
|
CopyCommand,
|
|
FScene*, Scene, this,
|
|
FTexture*, ProcessedTexture, OutProcessedTexture,
|
|
{
|
|
CopyToSkyTexture(RHICmdList, Scene, ProcessedTexture);
|
|
});
|
|
}
|
|
}
|
|
}
|